D&D 5E Your Players Stole a Pirate Ship and Made Way for the Seas. Now What?

Mistwell

Crusty Old Meatwad
My 6th level players just stole and repaired a pirate ship, and hired some local crew to enable them to sail the coastal seas (they do not know the crew). I could use some ideas for challenges and adventures they can face during this part of the campaign.

They have no real goal in mind, other than adventure. They know the pirates they took the ship from came from somewhere "out there". And they know the world along the coast is populated by a variety of humanoids and monsters. But other than that, there is nothing fixed. No fixed geography or kingdoms or anything like that. I did think to give them some potions of water breathing just before they got to the ship, so there is the opportunity for at least a brief underwater adventure.

What sorts of challenges would you throw at your party? Or published adventures you like for this sort of thing?
 

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Depends on if the ship is a centerpiece of the campaign or just a tool to get them from adventure points.

If its a pirate themed adventure, then it could be that the ship they stole was part of a larger fleet by a more fearsome pirate, who will be on the lookout. Could be interesting to see how they handle a crew who is not loyal. Being a pirate ship captain takes fear and guts, buts mostly fear.

If its just a quick travel method, lots of adventures to explore, depends on what you or they find most interesting in adventure. Could be the captains log contains hints at a buried treasure, or lost temple.

6th lvl is ripe for some of the Isle adventures, Isle of Dread.
 

Challenge #1 - convince the crew that they'll get paid, and have acceptable chance of not dying.

Challenge #2 - once the change of ownership gets around (if they stopped for repairs, it probably has gotten around) the owner of the ship sends people after it. Survive.

Challenge #2, alternate - once the change of ownership gets around (if they stopped for repairs, it probably has gotten around), other pirates, knowing the leadership is inexperienced, try to take the ship. Survive.

Challenge #3 - some government, city state, or major merchant guild comes for you, thinking you're the pirates. Survive.
 

My 6th level players just stole and repaired a pirate ship, and hired some local crew to enable them to sail the coastal seas (they do not know the crew). I could use some ideas for challenges and adventures they can face during this part of the campaign.

They have no real goal in mind, other than adventure. They know the pirates they took the ship from came from somewhere "out there". And they know the world along the coast is populated by a variety of humanoids and monsters. But other than that, there is nothing fixed. No fixed geography or kingdoms or anything like that. I did think to give them some potions of water breathing just before they got to the ship, so there is the opportunity for at least a brief underwater adventure.

What sorts of challenges would you throw at your party? Or published adventures you like for this sort of thing?
I would put them up against a powerful seafaring empire and its navy. Read up on the behavior of Europe's colonial empires in the real world's Golden Age of Piracy; there's a strong case that they were worse than most of the pirates who preyed on them. Slave traders, brutal colonial governments, ships full of unwilling sailors impressed into service... plenty of room for villainy there, and for the PCs to become hero-pirates opposing it.

Of course, that's just for an overarching plot. A ship makes a great vehicle (heh) for all manner of episodic adventures, as the PCs land on various islands and coasts.
 


A ghost ship could make for an interesting session. Late at night a crew member spots a bluish glow in the distance approaching the ship. As the glow gets closer a decrepit ship becomes visible. Perhaps some of the crew have heard legends of this ship.

On the ship itself, have a few encounters with ghosts, skeletons, animated cutlasses, etc. When the party makes it to the captain's quarters they find the log and read about how the captain was hunting a sea monster ever since it killed his beloved on another voyage. The last entry cuts off abruptly and as the PCs finish reading they themselves hear noises from outside. When they rush out the ghost ship is being attacked by a kraken! To give peace to the ship and her crew they must defeat the creature that the captain zealously hunted but was unable to defeat.

You could also have some fun with the monster manual. Pick any monster from it and you can have the PCs encounter its lair on some far off island.
 

First, I'd suggest the GM purchase this great supplement by a guy he knows (me): http://rpg.drivethrustuff.com/produ...hfinder--DD-4th-Edition?filters=0_0_0_44294_0

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Second, I'd set up a conflict triangle. The PCs are on one corner, and the other two are civilization and anarchy. Civilization has some warships out subjugating primitive islanders and taking their stuff, but who also protect legitimate shipping trade. Anarchy has a large fleet of pirates that target anyone - the navy, the merchants, the islanders. I'd have two recurring villains. For the pirates, some demon commodore or something with a bad-ass ship. No big plan or anything; he just likes being in control and making people suffer. Then there's the leader of the navy who's a merciless lawbringer.

Third, I'd drop hints of a legendary lost treasure, aboard a mad wizard's ship that has been seen drifting here and there for centuries.

Put the party in the middle, coming across different islands with mini-adventures (and survivors who hate both factions) and see what they do.
 

I think a brand new ship captain would be quick to be called out by experienced SeaDogs...assuming they know very little about sailing a large ship.
 

1) Did they rename the ship? If no, what would other ships/ports do if they heard a pirate ship was in the area? Would anyone believe they are not a pirate ship anyway?

2) Sargasso Sea - just some sea worthy Shambling Mounds and lots of old ships.

3) Bermuda Triangle - Strange sea color and sights, mermaids pulling the crew from the ship.

4) Fresh Water and re-stock - head hunters and ruins

5) This location
 

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Whenever my players do something crazy or unexpected that leaves me in a slightly dangly position as DM, my response is always, "What do the players want to do now?"

In your case, I'd ask the players why they stole the ship, what they intend to do with it, and (most important) why I should believe they know how to drive the thing.

If they have trouble answering any of these questions, they'll probably eventually talk themselves out of the high-seas adventure thing. But if they have a clear purpose and the ability to follow through (or the willingness to gain that ability), they will have handed you all the plot hooks you need. (As well as some lines and sinkers!)
 

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